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Use SoldierID
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@@ -296,7 +296,6 @@ FLOAT gAmbushRadiusModifier = 1.0f;
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void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
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{
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VOBJECT_DESC VObjectDesc;
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INT32 i;
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UINT8 ubGroupID = 0;
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UINT16 ubNumStationaryEnemies = 0;
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UINT16 ubNumMobileEnemies = 0;
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@@ -600,9 +599,9 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
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//Count the number of players involved or not involved in this battle
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guiNumUninvolved = 0;
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guiNumInvolved = 0;
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for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
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for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
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{
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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SOLDIERTYPE *pSoldier = i;
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if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
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{
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if ( PlayerMercInvolvedInThisCombat( pSoldier ) )
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@@ -889,9 +888,9 @@ void InitPreBattleInterface( GROUP *pBattleGroup, BOOLEAN fPersistantPBI )
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// SANDRO - merc records - ambush experienced
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if ( GetEnemyEncounterCode() == ENEMY_AMBUSH_CODE || GetEnemyEncounterCode() == BLOODCAT_AMBUSH_CODE || GetEnemyEncounterCode() == ENEMY_AMBUSH_DEPLOYMENT_CODE || fAmbushPrevented )
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{
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for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
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for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
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{
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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SOLDIERTYPE *pSoldier = i;
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if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
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{
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if ( PlayerMercInvolvedInThisCombat( pSoldier ) && pSoldier->ubProfile != NO_PROFILE )
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@@ -1577,9 +1576,9 @@ void RenderPreBattleInterface()
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// | NAME | ASSIGN | COND | HP | BP |
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line = 0;
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y = TOP_Y + TOP_Y_TEXT_BUFFER - bListOffset;
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for( i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; i++)
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for( SoldierID id = gTacticalStatus.Team[OUR_TEAM].bFirstID; id <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++id)
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{
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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SOLDIERTYPE *pSoldier = id;
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if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
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{
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if( PlayerMercInvolvedInThisCombat( pSoldier ) )
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@@ -1623,9 +1622,9 @@ void RenderPreBattleInterface()
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{
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pGroup = gpGroupList;
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y = TOP_Y + TOP_Y_TEXT_BUFFER + ubUninvolvedStartY + UNINVOLVED_RELEVANT_HEIGHT - bListOffset;
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for( i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; i++ )
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for( SoldierID id = gTacticalStatus.Team[OUR_TEAM].bFirstID; id <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++id )
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{
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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SOLDIERTYPE *pSoldier = id;
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if( pSoldier->bActive && pSoldier->stats.bLife && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
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{
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if( !PlayerMercInvolvedInThisCombat(pSoldier) )
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@@ -1816,9 +1815,9 @@ void RetreatMercsCallback( GUI_BUTTON *btn, INT32 reason )
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{
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/////////////////////////////////////////////////////////////////////////////////
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// SANDRO - merc records - times retreated counter
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for( UINT16 i = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; i <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; i++ )
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for( SoldierID i = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; i <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++i )
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{
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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SOLDIERTYPE *pSoldier = i;
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if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE )
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{
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if ( PlayerMercInvolvedInThisCombat( pSoldier ) && pSoldier->ubProfile != NO_PROFILE )
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@@ -2558,12 +2557,10 @@ BOOLEAN CurrentBattleSectorIs( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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void CheckForRobotAndIfItsControlled( void )
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{
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INT32 i;
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// search for the robot on player's team
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for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; i++ )
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for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
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{
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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SOLDIERTYPE *pSoldier = i;
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if( pSoldier->bActive && pSoldier->stats.bLife && AM_A_ROBOT( pSoldier ))
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{
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// check whether it has a valid controller with it. This sets its ubRobotRemoteHolderID field.
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